This commit is contained in:
2025-08-27 18:28:14 +08:00
parent 5eb865ef3a
commit e1477593a6
7 changed files with 2258 additions and 91 deletions

View File

@@ -3,13 +3,12 @@
<!--
=====================================================================
离子武器最终正确架构配置示例
离子武器最终正确架构配置示例 (V17.0)
=====================================================================
说明:
- 核心架构: 自定义 VerbProperties (VerbProperties_Wula_IonicBeam)
- 数据流: XML -> VerbProperties_Wula_IonicBeam -> Verb_Wula_...
- 特效: 复用原版Verb_ShootBeam的XML参数由我们自己的C#代码读取和播放
- 伤害: 由我们自定义的伤害参数控制逻辑完全在C#中。
- 伤害逻辑: 完全在C#中自定义,包括路径伤害和能量消耗。
- 特效逻辑: 主要由我们自己在VerbProperties中定义的参数手动控制
-->
<ThingDef Name="Wula_BaseIonicGun" Abstract="True" ParentName="BaseHumanMakeableGun">
@@ -31,12 +30,12 @@
</statBases>
</ThingDef>
<!-- ==================== 模式一: 离子突破光束枪 (爆发贯穿) ==================== -->
<!-- ==================== 模式一: 离子突破光束枪 (爆发贯穿 + 路径爆炸) ==================== -->
<ThingDef ParentName="Wula_BaseIonicGun">
<defName>WULA_Weapon_BreachingBeamGun</defName>
<label>离子突破光束枪</label>
<description>发射一道高能离子束,能够烧穿路径上的多个目标,直到能量耗尽。单发威力巨大,但射速较慢</description>
<description>发射一道高能离子束,能够烧穿路径上的多个目标,直到能量耗尽。光束路径上会周期性地引发小规模湮灭反应</description>
<verbs>
<li Class="WulaFallenEmpire.VerbProperties_Wula_IonicBeam">
<verbClass>WulaFallenEmpire.Verb_Wula_BreachingBeam</verbClass>
@@ -46,40 +45,40 @@
<warmupTime>2.5</warmupTime>
<range>40</range>
<burstShotCount>1</burstShotCount>
<soundCast>Shot_ChargeLance</soundCast>
<soundCast>BeamGraser_Shooting</soundCast>
<!-- 我们自定义的伤害参数 -->
<breachingDamage>30000</breachingDamage>
<breachingDamage>300</breachingDamage>
<armorPenetration>0.95</armorPenetration>
<breachingBeamDuration>45</breachingBeamDuration> <!-- 光束命中后的短暂持续时间 -->
<!-- ==================== 特效参数 (由我们复制的逻辑使用) ==================== -->
<breachingBeamDuration>45</breachingBeamDuration>
<!-- 核心特效 -->
<beamMoteDef>Mote_ChargeLanceBeam</beamMoteDef> <!-- 光束主体样式 -->
<beamEndEffecterDef>ChargeLance_Explosion</beamEndEffecterDef> <!-- 光束终点特效 -->
<soundCastBeam>Shot_ChargeLance_Sustainer</soundCastBeam> <!-- 光束持续音效 -->
<muzzleFlashScale>12</muzzleFlashScale> <!-- 枪口火焰大小 -->
<!-- 路径爆炸参数 -->
<explosionEnabled>true</explosionEnabled>
<explosionTickInterval>10</explosionTickInterval>
<explosionDamageDef>Wula_Dark_Matter</explosionDamageDef>
<explosionEnergyCostRatio>0.1</explosionEnergyCostRatio>
<!-- 范围与伤害类型 (伤害数值由我们的自定义参数控制) -->
<beamWidth>3</beamWidth> <!-- **决定视觉宽度和伤害范围** -->
<beamDamageDef>Beam</beamDamageDef> <!-- 伤害类型,主要影响被击中时的特效和音效 -->
<beamHitsNeighborCells>true</beamHitsNeighborCells> <!-- 是否对主光束旁边的格子造成溅射影响 -->
<!-- 手动特效参数 -->
<explosionHeatEnergyPerCell>10</explosionHeatEnergyPerCell>
<explosionCellFleck>BlastFlame</explosionCellFleck>
<soundExplosion>Explosion_Flame</soundExplosion>
<!-- 火焰效果 -->
<beamChanceToStartFire>0.2</beamChanceToStartFire> <!-- 在地面点燃火焰的几率 -->
<beamChanceToAttachFire>0.2</beamChanceToAttachFire> <!-- 点燃击中单位的几率 -->
<beamFireSizeRange>0.3~0.5</beamFireSizeRange> <!-- 火焰大小 -->
<!-- 光束视觉特效参数 -->
<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
<muzzleFlashScale>12</muzzleFlashScale>
<beamWidth>3</beamWidth>
<beamMoteDef>Mote_GraserBeamBase</beamMoteDef>
<beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
</li>
</verbs>
</ThingDef>
<!-- ==================== 模式二: 离子灼烧光束枪 (持续伤害) ==================== -->
<!-- ==================== 模式二: 离子灼烧光束枪 (持续伤害 + 路径爆炸) ==================== -->
<ThingDef ParentName="Wula_BaseIonicGun">
<defName>WULA_Weapon_SustainedBeamGun</defName>
<label>离子灼烧光束枪</label>
<description>投射一道持续存在的离子场,对作用范围内的所有敌人进行周期性灼烧。适合用于区域压制和清理大量轻甲目标</description>
<description>投射一道持续存在的离子场,对作用范围内的所有敌人进行周期性灼烧,并引发连续的能量爆炸</description>
<verbs>
<li Class="WulaFallenEmpire.VerbProperties_Wula_IonicBeam">
<verbClass>WulaFallenEmpire.Verb_Wula_SustainedBeam</verbClass>
@@ -90,40 +89,27 @@
<range>30</range>
<!-- 我们自定义的伤害参数 -->
<sustainedDamagePerTick>20</sustainedDamagePerTick>
<sustainedDamagePerTick>15</sustainedDamagePerTick>
<tickInterval>15</tickInterval>
<duration>240</duration> <!-- 4 seconds -->
<duration>240</duration>
<armorPenetration>0.5</armorPenetration>
<!-- ==================== 特效参数 (由我们复制的逻辑使用) ==================== -->
<!-- 路径爆炸参数 -->
<explosionEnabled>true</explosionEnabled>
<explosionTickInterval>25</explosionTickInterval>
<explosionDamageDef>Wula_Dark_Matter_Flame</explosionDamageDef>
<!-- 手动特效参数 -->
<explosionHeatEnergyPerCell>10</explosionHeatEnergyPerCell>
<explosionCellFleck>BlastFlame</explosionCellFleck>
<soundExplosion>Explosion_Flame</soundExplosion>
<!-- 核心特效 -->
<beamMoteDef>Mote_GraserBeamBase</beamMoteDef>
<beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
<!-- 光束视觉特效参数 -->
<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
<muzzleFlashScale>9</muzzleFlashScale>
<!-- 范围与伤害类型 (伤害数值由我们的自定义参数控制) -->
<beamWidth>3</beamWidth> <!-- **决定视觉宽度和伤害范围** -->
<beamDamageDef>Flame</beamDamageDef>
<beamHitsNeighborCells>true</beamHitsNeighborCells>
<!-- 火焰效果 -->
<beamChanceToStartFire>0.1</beamChanceToStartFire>
<beamChanceToAttachFire>0.1</beamChanceToAttachFire>
<beamFireSizeRange>0.4~0.6</beamFireSizeRange>
<!-- 粒子效果 (可选,用于增加细节) -->
<beamGroundFleckDef>Fleck_Longspark</beamGroundFleckDef> <!-- 光束在地面上留下的斑点 -->
<beamFleckChancePerTick>0.5</beamFleckChancePerTick> <!-- 每Tick生成地面斑点的几率 -->
<beamLineFleckDef>Fleck_BeamSpark</beamLineFleckDef> <!-- 光束路径上的粒子 -->
<beamLineFleckChanceCurve> <!-- 路径粒子生成几率曲线 -->
<points>
<li>(0, 0)</li>
<li>(0.5, 0.5)</li>
<li>(1, 0)</li>
</points>
</beamLineFleckChanceCurve>
<beamWidth>3</beamWidth>
<beamMoteDef>Mote_GraserBeamBase</beamMoteDef>
<beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
</li>
</verbs>
</ThingDef>

File diff suppressed because one or more lines are too long

View File

@@ -1,4 +1,5 @@
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
@@ -13,5 +14,18 @@ namespace WulaFallenEmpire
public float sustainedDamagePerTick = 15f;
public int tickInterval = 10;
public int duration = 120;
// --- NEW: Explosion Path Properties (for both modes) ---
public bool explosionEnabled = false;
public int explosionTickInterval = 15;
public DamageDef explosionDamageDef;
public float explosionEnergyCostRatio = 0.5f; // Only for Breaching Beam
// Manual explosion effect properties
public float explosionHeatEnergyPerCell = 0;
public FleckDef explosionCellFleck;
public Color explosionColorCenter = Color.white;
public Color explosionColorEdge = Color.white;
public SoundDef soundExplosion;
}
}

View File

@@ -18,7 +18,9 @@ namespace WulaFallenEmpire
// --- Our custom state ---
private Vector3 beamEndPoint;
private int ticksLeft;
private bool beamHitMapEdge; // NEW: Flag to check if the beam reached the map edge
private bool beamHitMapEdge;
private int explosionTicks;
private float beamEnergy;
private VerbProperties_Wula_IonicBeam BeamProps => (VerbProperties_Wula_IonicBeam)verbProps;
@@ -28,14 +30,14 @@ namespace WulaFallenEmpire
{
base.WarmupComplete();
// --- Custom Damage Logic ---
beamHitMapEdge = true; // Assume it will hit the edge unless stopped
// --- Initial Damage and Path Calculation ---
beamHitMapEdge = true;
float shotAngle = (currentTarget.Cell - caster.Position).AngleFlat;
beamEndPoint = GetMapEdgePoint(caster.Position, shotAngle);
var cellsOnPath = WulaBeamUtility.GetCellsInBeamArea(caster.Position, beamEndPoint.ToIntVec3(), verbProps.beamWidth);
var beamEnergy = BeamProps.breachingDamage; // Local variable for calculation
var cellsOnPath = WulaBeamUtility.GetCellsInBeamArea(caster.Position, beamEndPoint.ToIntVec3(), (int)verbProps.beamWidth);
this.beamEnergy = BeamProps.breachingDamage;
// This loop calculates the final beam end point based on energy depletion
// This loop calculates the final beam end point based on the initial piercing damage
foreach (var cell in cellsOnPath)
{
if (!cell.InBounds(caster.Map)) continue;
@@ -46,7 +48,7 @@ namespace WulaFallenEmpire
if (beamEnergy <= 0) break;
float damageToDeal = Mathf.Min(beamEnergy, thing.HitPoints);
var dinfo = new DamageInfo(verbProps.beamDamageDef ?? DamageDefOf.Burn, damageToDeal, BeamProps.armorPenetration, shotAngle, caster, EquipmentSource);
var dinfo = new DamageInfo(verbProps.beamDamageDef ?? DamageDefOf.Burn, damageToDeal, BeamProps.armorPenetration, shotAngle, caster, null, EquipmentSource?.def);
thing.TakeDamage(dinfo);
beamEnergy -= thing.HitPoints;
@@ -54,13 +56,13 @@ namespace WulaFallenEmpire
if (beamEnergy <= 0)
{
beamEndPoint = cell.ToVector3Shifted(); // The beam stops here
beamHitMapEdge = false; // It was stopped, so it didn't hit the edge
beamEndPoint = cell.ToVector3Shifted();
beamHitMapEdge = false;
break;
}
}
// --- Copied Effect Logic ---
// --- Start Visual Effects ---
if (verbProps.beamMoteDef != null)
{
mote = MoteMaker.MakeInteractionOverlay(verbProps.beamMoteDef, caster, new TargetInfo(beamEndPoint.ToIntVec3(), caster.Map));
@@ -75,7 +77,7 @@ namespace WulaFallenEmpire
{
if (ticksLeft > 0)
{
// --- Copied Effect Logic ---
// --- Maintain Visual Effects ---
if (mote != null)
{
mote.UpdateTargets(new TargetInfo(caster.Position, caster.Map), new TargetInfo(beamEndPoint.ToIntVec3(), caster.Map), Vector3.zero, Vector3.zero);
@@ -91,6 +93,17 @@ namespace WulaFallenEmpire
}
sustainer?.Maintain();
// --- Path Explosion Logic ---
if (BeamProps.explosionEnabled)
{
explosionTicks--;
if (explosionTicks <= 0)
{
ApplyPathExplosionDamage();
explosionTicks = BeamProps.explosionTickInterval;
}
}
ticksLeft--;
if (ticksLeft <= 0)
{
@@ -101,18 +114,18 @@ namespace WulaFallenEmpire
protected override bool TryCastShot()
{
// The actual "shot" is just starting the effects, damage is pre-calculated in WarmupComplete
this.state = VerbState.Bursting;
// NEW: Set duration based on whether it hit the map edge
if (beamHitMapEdge)
{
this.ticksLeft = BeamProps.breachingBeamDuration;
}
else
{
this.ticksLeft = 1; // Disappears almost instantly if blocked
this.ticksLeft = 1;
}
this.explosionTicks = 0;
return true;
}
@@ -125,12 +138,49 @@ namespace WulaFallenEmpire
sustainer?.End();
}
private void ApplyPathExplosionDamage()
{
if (this.beamEnergy <= 0 || BeamProps.explosionDamageDef == null) return;
var pathCells = WulaBeamUtility.GetCellsInBeamArea(caster.Position, beamEndPoint.ToIntVec3(), (int)verbProps.beamWidth);
var shotAngle = (beamEndPoint - caster.DrawPos).AngleFlat();
var explosionDamageDef = BeamProps.explosionDamageDef;
foreach (var cell in pathCells)
{
if (this.beamEnergy <= 0) break;
if (!cell.InBounds(caster.Map)) continue;
// Performance optimization: don't create explosions on every single cell of the path
if (cell.GetHashCode() % 2 != 0) continue;
var thingsToHit = cell.GetThingList(caster.Map).Where(t => CanHit(t)).ToList();
foreach (var thing in thingsToHit)
{
if (this.beamEnergy <= 0) break;
var dinfo = new DamageInfo(explosionDamageDef, explosionDamageDef.defaultDamage, explosionDamageDef.defaultArmorPenetration, shotAngle, caster, null, EquipmentSource?.def);
float damageDealt = Mathf.Min(thing.HitPoints, dinfo.Amount);
thing.TakeDamage(dinfo);
this.beamEnergy -= damageDealt * BeamProps.explosionEnergyCostRatio;
}
if(explosionDamageDef?.explosionCellMote != null)
{
FleckMaker.Static(cell, caster.Map, explosionDamageDef.explosionCellMote);
}
}
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref beamEndPoint, "beamEndPoint");
Scribe_Values.Look(ref ticksLeft, "ticksLeft");
Scribe_Values.Look(ref beamHitMapEdge, "beamHitMapEdge");
Scribe_Values.Look(ref explosionTicks, "explosionTicks");
Scribe_Values.Look(ref beamEnergy, "beamEnergy");
}
private bool CanHit(Thing t)

View File

@@ -17,8 +17,9 @@ namespace WulaFallenEmpire
// --- Our custom state ---
private int ticksLeft;
private int ticksToNextDamage;
private int explosionTicks;
private Vector3 beamEnd;
private VerbProperties_Wula_IonicBeam BeamProps => (VerbProperties_Wula_IonicBeam)verbProps;
public override float? AimAngleOverride => (state == VerbState.Bursting) ? (beamEnd - caster.DrawPos).AngleFlat() : (float?)null;
@@ -27,11 +28,9 @@ namespace WulaFallenEmpire
{
base.WarmupComplete();
// For sustained beam, it always reaches its max range
var shotAngle = (currentTarget.Cell - caster.Position).AngleFlat;
beamEnd = GetMapEdgePoint(caster.Position, shotAngle);
// --- Copied Effect Logic ---
if (verbProps.beamMoteDef != null)
{
mote = MoteMaker.MakeInteractionOverlay(verbProps.beamMoteDef, caster, new TargetInfo(beamEnd.ToIntVec3(), caster.Map));
@@ -44,10 +43,9 @@ namespace WulaFallenEmpire
public override void BurstingTick()
{
// This verb is not a standard "burst", but we use the state to manage the effect
if (ticksLeft > 0)
{
// --- Copied Effect Logic ---
// --- Maintain Visual Effects ---
if (mote != null)
{
mote.UpdateTargets(new TargetInfo(caster.Position, caster.Map), new TargetInfo(beamEnd.ToIntVec3(), caster.Map), Vector3.zero, Vector3.zero);
@@ -63,15 +61,26 @@ namespace WulaFallenEmpire
}
sustainer?.Maintain();
// --- Custom Damage Logic ---
ticksLeft--;
// --- Beam Damage Logic ---
ticksToNextDamage--;
if (ticksToNextDamage <= 0)
{
ApplyDamage();
ApplyBeamDamage();
ticksToNextDamage = BeamProps.tickInterval;
}
// --- Path Explosion Logic ---
if (BeamProps.explosionEnabled)
{
explosionTicks--;
if (explosionTicks <= 0)
{
ApplyPathExplosionDamage();
explosionTicks = BeamProps.explosionTickInterval;
}
}
ticksLeft--;
if (ticksLeft <= 0)
{
StopBeam();
@@ -83,16 +92,25 @@ namespace WulaFallenEmpire
{
this.state = VerbState.Bursting;
this.ticksLeft = BeamProps.duration;
this.ticksToNextDamage = 0; // First damage tick happens immediately
this.ticksToNextDamage = 0;
this.explosionTicks = 0;
return true;
}
private void ApplyDamage()
private void StopBeam()
{
this.state = VerbState.Idle;
mote?.Destroy();
endEffecter?.Cleanup();
sustainer?.End();
}
private void ApplyBeamDamage()
{
var shotAngle = (beamEnd - caster.DrawPos).AngleFlat();
var dinfo = new DamageInfo(verbProps.beamDamageDef ?? DamageDefOf.Burn, BeamProps.sustainedDamagePerTick, BeamProps.armorPenetration, shotAngle, caster, EquipmentSource);
var cellsInBeam = WulaBeamUtility.GetCellsInBeamArea(caster.Position, beamEnd.ToIntVec3(), verbProps.beamWidth);
var dinfo = new DamageInfo(verbProps.beamDamageDef ?? DamageDefOf.Burn, BeamProps.sustainedDamagePerTick, BeamProps.armorPenetration, shotAngle, caster, null, EquipmentSource?.def);
var cellsInBeam = WulaBeamUtility.GetCellsInBeamArea(caster.Position, beamEnd.ToIntVec3(), (int)verbProps.beamWidth);
foreach (var cell in cellsInBeam)
{
@@ -105,13 +123,38 @@ namespace WulaFallenEmpire
}
}
}
private void StopBeam()
private void ApplyPathExplosionDamage()
{
this.state = VerbState.Idle;
mote?.Destroy();
endEffecter?.Cleanup();
sustainer?.End();
if (BeamProps.explosionDamageDef == null) return;
var pathCells = WulaBeamUtility.GetCellsInBeamArea(caster.Position, beamEnd.ToIntVec3(), (int)verbProps.beamWidth);
var shotAngle = (beamEnd - caster.DrawPos).AngleFlat();
var explosionDamageDef = BeamProps.explosionDamageDef;
foreach (var cell in pathCells)
{
if (!cell.InBounds(caster.Map)) continue;
if (cell.GetHashCode() % 3 != 0) continue;
var thingsToHit = cell.GetThingList(caster.Map).Where(t => CanHit(t)).ToList();
foreach (var thing in thingsToHit)
{
var dinfo = new DamageInfo(explosionDamageDef, explosionDamageDef.defaultDamage, explosionDamageDef.defaultArmorPenetration, shotAngle, caster, null, EquipmentSource?.def);
thing.TakeDamage(dinfo);
}
if(BeamProps.explosionCellFleck != null)
{
FleckMaker.Static(cell, caster.Map, BeamProps.explosionCellFleck);
}
if (BeamProps.soundExplosion != null)
{
BeamProps.soundExplosion.PlayOneShot(new TargetInfo(cell, caster.Map));
}
GenTemperature.PushHeat(cell, caster.Map, BeamProps.explosionHeatEnergyPerCell);
}
}
public override void ExposeData()
@@ -119,6 +162,7 @@ namespace WulaFallenEmpire
base.ExposeData();
Scribe_Values.Look(ref ticksLeft, "ticksLeft", 0);
Scribe_Values.Look(ref ticksToNextDamage, "ticksToNextDamage", 0);
Scribe_Values.Look(ref explosionTicks, "explosionTicks");
Scribe_Values.Look(ref beamEnd, "beamEnd");
}
@@ -131,7 +175,7 @@ namespace WulaFallenEmpire
{
float mapSize = Mathf.Max(caster.Map.Size.x, caster.Map.Size.z) * 1.5f;
Vector3 direction = Quaternion.AngleAxis(angle, Vector3.up) * Vector3.forward;
return start.toVector3() + direction * mapSize;
return start.ToVector3() + direction * mapSize;
}
}
}

View File

@@ -13,12 +13,12 @@ namespace WulaFallenEmpire
// A more advanced method to get all cells in a rectangular area
public static IEnumerable<IntVec3> GetCellsInBeamArea(IntVec3 start, IntVec3 end, int width)
{
var beamLine = GenSight.PointsOnLineOfSight(start, end);
if (width <= 1)
{
return GenGrid.PointsOnLine(start, end).Distinct();
return beamLine.Distinct();
}
var beamLine = GenGrid.PointsOnLine(start, end).ToList();
var allCells = new HashSet<IntVec3>(beamLine);
var halfWidth = (width - 1) / 2;

View File

@@ -1,5 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Project ToolsVersion="15.0"
xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@@ -185,11 +186,15 @@
<Compile Include="Hediff_DamageShield.cs" />
<Compile Include="DRMDamageShield.cs" />
<Compile Include="CompUseEffect_AddDamageShieldCharges.cs" />
<Compile Include="HediffCompProperties_GiveHediffsInRangeToRace.cs" />
<Compile Include="HediffCompProperties_GiveHediffsInRangeToRace.cs" />
<Compile Include="HediffComp_GiveHediffsInRangeToRace.cs" />
<Compile Include="CompForceTargetable.cs" />
<Compile Include="Patch_ForceTargetable.cs" />
<Compile Include="Patch_ArmedShuttle_ForceTargetable.cs" />
<Compile Include="VerbProperties_Wula_IonicBeam.cs" />
<Compile Include="Verb_Wula_BreachingBeam.cs" />
<Compile Include="Verb_Wula_SustainedBeam.cs" />
<Compile Include="WulaBeamUtility.cs" />
</ItemGroup>
<ItemGroup />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />